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RedBoon's story

Like all teams, young and ambitious, we decided to embrace the immensity to do: fast, cool on enthusiasm. But as you might guess, making a game with a roster of young and enterprising developers is a risk.

Sofia Kulakova, Blogger

February 1, 2021

3 Min Read
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Even if you have a vast gaming background and in your life you have tried not only Dota 2 and CS: GO, you may never have come across games of the Rogue like genre. However, you've probably heard of Hearthstone and you are at least a little familiar with the concept of CCG. But if in Hearthstone the basis can be considered building a strong deck, playing card bundles, and the game pace is set by the amount of mana and the cost of cards, then in roguelikes everything is a little different.

In a card roguelike, the hero moves around a map with randomly generated paths, where opponents, bosses, events, merchants with cards and other things atypical for Hearthstone await him. In addition, the player is pampered with equipment and artifacts that perfectly combine (or not) with the cards and form the strategy of the game.

This is the genre we chose for our first game. Knock on the coffin lid is a roguelike card game with its own world and style, the atmosphere of the canon fantasy of the Middle Ages and an unobtrusive but addictive storyline from a young Krasnodar development team - RedBoon.

Like all teams, young and ambitious, we decided to embrace the immensity to do: fast, cool on enthusiasm. But as you might guess, making a game with a roster of young and enterprising developers is a risk. But making the game a team of young developers in 2020 is a risk multiplied by two. Therefore, despite a good idea and a good start, we quickly ran into difficulties. In the spring of 2020, RedBoon left some of its employees, but we did not give up, continued to work, and in September Knock on the coffin lid became one of the winners of the Indie CUP, the largest competition for indie games in Eastern Europe, in the Critics' Choice nomination.

In December 2020, we planned to launch a full release of KOTCL. But the spring outflow of staff and the departure of the game designer in November greatly slowed down our development, as a result we got the classic situation of "expectation vs. reality".

RedBoon now faces a multitude of tasks that require professionals and volunteers to have a hand in completing the project. First of all, we had problems working with sound. We have not yet been able to find specialists who can help with the sounds, music in the game and with the voice acting of the game video. In order not to be unfounded, we will show a piece of the video that we made, but without the sounds, the video is rather dead than alive, despite all the efforts of our artists.

In December 2020, we planned to launch a full release of KOTCL. But the spring outflow of staff and the departure of the game designer in November greatly slowed down our development, as a result we got the classic situation of "expectation vs. reality".

Video

RedBoon now faces a multitude of tasks that require professionals and volunteers to have a hand in completing the project. First of all, we had problems working with sound. We have not yet been able to find specialists who can help with the sounds, music in the game and with the voice acting of the game video. In order not to be unfounded, we will show a piece of the video that we made, but without the sounds, the video is rather dead than alive, despite all the efforts of our artists.

Email: [email protected]

Discord: discord.gg/JKdAZ2k5MH

VK: vk.com/redboon

Steam: https://steamcommunity.com/app/1232580

 

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